About Arishat

Group benefits:

Initiative; +5 bonus; from Combat Leader/Combat Commander
Action Points; If you can see Arishat and spend an action point to make an attack, you get a +14 bonus to your damage roll, or if all attacks miss you get 12 temporary hit points; from Resourceful Presence
Flanking; +5 damage bonus when flanking with Arishat; from Infernal Pincer
Reroll; Arishat can spend an action point to allow you to reroll an attack roll; from Felling Action
Saving throws; +2 bonus to saving throws against Fear; from Helm of Heroes

POWERS
Warlord at-will 1: Viper's Strike / Standard; +22 vs AC; 1d10+10; Effect, if target shifts before end of your next turn, provokes opportunity attack from selected ally
Warlord at-will 1: Commander's Strike / Standard; ally makes MBA with +3 to hit and +7 to damage
Warlord encounter 1: Vengeance is Mine / Imm React; trigger, Arishat gets hit; Arishat makes MBA versus triggering enemy, and one ally within 5 can move their speed and make MBA with +2 to hit and damage against triggering enemy
Warlord daily 1: Lead the Attack / Standard; +22 vs AC; on hit, 3d10+10 and you and each ally within 5 gets +6 to hit target until end of encounter; on miss, 1/2 damage and you and each ally within 5 get +1 to hit target until end of encoutner
Warlord encounter utility 2: Adaptive Stratagem / Minor; until end of your next turn, ally gets +5 power bonus to damage and +3 power bonus to saving throws
Warlord encounter 13: Blade Burst Trap/ Immediate Reaction; close Burst 5; target, one ally adjacent to the triggering enemy; trigger, an enemy in the burst hits you or an ally with an attack; effect: the target makes a melee basic attack as a free action against each adjacent enemy with a +2 bonus to hit and damage- if the attack hits, the enemy is also dazed until the end of the target's next turn.
Warlord daily 5: Stand the Fallen / Standard; +22 vs AC; 3d10+10; Effect, each ally within 10 can spend a healing surge and regain +3 hit points
Warlord daily utility 6: Stirring Speech / Effect: during a short rest, grants +1 to attack rolls and +1 to saving throws for next encounter, until ally is bloodied
Warlord encounter 17: Hail of Steel / Standard; +22 vs AC; 2d10+10 and each ally within 5 can make a basic attack against the target
Warlord daily 15: Infectious Determination / Standard; +22 vs AC; 2d10+10; effect, any all within 5 can make a saving throw with a +7 bonus; secondary attack, +20 vs Fort; 1d10+10, target is knocked prone, any ally within 5 can spend a healing surge and recover an additional +3 hit points as a free action.
Warlord daily utility 10: Instant Planning / Minor; Until the end of your next turn, you and allies within 5 get +3 power bonus to attack rolls, or +3 power bonus to speed, or +5 power bonus to all defences
Warlord Encounter Utility 16; Warlord's Banner / Standard; Close Burst 5, target: each ally in burst; each target can spend a healing surge, until the end of your next turn each target gains a +2 power bonus to attack rolls.
Infernal Strategist encounter 11; Deceiver's Ploy; Standard; +22 vs Will; 2d10+10, and target takes a -2 penalty to attack rolls until the end of your next turn
Infernal Strategist encounter utility 12; Flexible Authority; Imm react; close burst 10; one ally within 10 spends an action point to take an extra action; Effect, choose one benefit, target regains 10 hit points, gains +2 to attack rolls, gains +12 to damage rolls, or can make a basic attack or take a move action as a free action but give combat advantage until the end of his/her next turn
Infernal Wrath; Encounter, Imm React, when an enemy within 10 damages Arishat that enemy takes 2d6+5 fire damage
Inspiring Word; Encounter (special, 3 per encounter); burst 10; effect, target can spend a healing surge and regain 3d6 extra hit points and make a saving throw at +2
Melee Basic attack, Greatspear +3, +22 vs AC, 1d10+10 damage
Ranged Basic attack, Javelin +1, +19 vs AC, 1d6+6 damage, range 10/20

ITEMS
Adventurer's Kit, Crossbow, Crossbow Bolts (20),
Mantle of the Golden General +3, when you use a warlord power to grant a saving throw, that saving throw is at +2 (included above in Stirring Force and Inspiring Word)
General's Greatspear +3, encounter power, minor action, extend reach by 1 till end of next turn
Magic Hide Armor +3,
Iron Armbands of Power (heroic tier), +2 to damage rolls
Battle Standard of Healing (heroic tier), encounter, healing, zone 5, when an ally within the zone spends a healing surge, all other allies within the zone regain 1 hit point
Golden Circlet of Battle Command, when you use a warlord power to grant a melee attack to an ally within your sight, that ally gains a +2 bonus to the attack rolls and the damage roll
Helm of Heroes (heroic tier), Daily, Free Action, when you grant an ally a basic attack that ally can take a standard action. Currently off; now sold
Magic Dagger +1,
Distance Javelin +1, B.R.A. +19, 1d6+8 damage
Acrobat Boots (heroic tier), +1 to acrobatics, At-Will, Minor, stand from prone
Potion of Regeneration (heroic tier) (3) - spend a healing surge and gain Regeneration 5 while bloodied till the end of the encounter.
Elixir of Vitality (Paragon tier) - spend one healing surge, recover 25hp and make a saving throw against one effect a save can end.
Gravespawn Potion (2) - spend a healing surge to gain resist 5 poison and resist 5 necro teo encounter
Everburning Torch, this torch sheds light but not heat
Warhorse
Ioun Stone of Perfet Language daily, Insight check, free action, you treat the check as if you rolled a natural 20
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======